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Scripted removal of placed respawning actors


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Many of my solutions involve the scripted real time finding and replacing of stuff for dynamic surprises rather than unsurprising static hacks.

 

One thing I have never established conclusivley is:

 

(a) if an actor generated by a placed [M] actor spawner

(b) that is marked for respawn

© in a resetting encounterzone cell

(d) is moved to a hidden noreset holding cell without being killed (usually with AI disabled)

 

... when their original cell resets, the placed [M] spawner will not trigger the actor to respawn since its "product" is still alive, just in another cell.

 

Which is excatly how I manage my own respawn markers: on trigger/timer it counts active linkedrefs from its spawned actors and if they are still alive. Of course the actors need to be held persistent so they can resolve if they have ewandred off and unloaded.

 

Original observations from waaaaay back in 2017 SUGGESTED since the original actor is still alive its [M] spawner would not generate another spawn to avoid object/save bloating. BUT as those base game placed actors are typically NOT persistent and are of course unloaded when moved to a holding cell, they have to be stashed in a RefCollectionAlias to hold them persistent / resolvable.

 

I have been receiving user reports that original placed actor [M] spawners MAY BE (all user reports treated with scepticism) respawning when their original actors are still alive in a holding cell.

 

Anyone have observations or tests in this area ?

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No I never rely on user sourced data due to the generally f***ed up state of their hacked games. If I cant reproduce an issue it is not fixable by me.

 

Well I did used to include user diagnostics in some complex mods, but that effort proved to be 99% worthless.

 

I suspect that it is to do with object persistence and the original spawner unable to resolve/find its products so its respawning more of them on the reset trigger.

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How do you disable a base game placed [M] spawner ?

 

If you call disable on the ObjectReference (and it doesnt have an enable state parent) that disables the actor not the underlying spawner ...

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